Skip to content

Latest commit

 

History

History
107 lines (85 loc) · 4.51 KB

CHANGELOG.md

File metadata and controls

107 lines (85 loc) · 4.51 KB

Razix Engine Changelog

Version - 0.43.0 [Development] - 16/09/2023

- Graphics API uses handles and resource manager/pools
- improved frame graph; data-driven frame graph wip;
- gained even more performance
- fixed PBR lighting model
- Editor minor improvements

Version - 0.42.0 [Development] - 02/07/2023

- Single command buffer per frame
- Improved synchronization and command buffer management 
- Gained performance
- Minor improvements and fixes
- AABB boundingboxes can be visualised for all meshes now
- Disabled imgui; fg resource barriers WIP

Version - 0.41.2 [Development] - 04/06/2023

- Patch for crash

Version - 0.41.1 [Development] - 04/06/2023

- Patch for crash

Version - 0.41.0 [Development] - 04/06/2023

- Added custom mesh and model formats and loaders for engine and RazixAssetPacker project
- Improved editor controls
- Improves scene Hierarchy and resolved issues
- Added FrameGraph Editor project

Version - 0.40.0 [Development] - 08/04/2023

- Added Frame Graph inspired from Frostbiet engine
- added GBuffer, Shadow mapping, PBR + IBL lighting model
- Imporved editing => Added material editor
- Single world renderer to build the entire frame graph
- Redesigned rendering architecture
- used new vulkan dynamic rendering extension

Version - 0.30.0 [Development] - 06/03/2022

- Added Entity Component System with entities
- Added Robust Scene System and Scene Manager
- Added multiple components such as Transform, Tag, ID, Camera, Meshrenderer, Sprite Renderer etc.
- Added Model, Mesh and Sprite primitieves with utilities
- Added loaders for OBJ, FBX and GLTF2.0
- Added test sandbox scenarios to test the above

Version - 0.20.1 [Development] - 16/01/2022

- Added test grid shaders in rzsf language + fixed minor sync and resizing issues
- Fixed minor issues with descriptor set API and Uniform binding
- Added Render targets for off screen rendering simplification + Post processing
- Added vignette shader + example
- Fixed minor bug with project path serialization and de-serialization
- Identified some critical swap images tearing bug

Version - 0.20.0 [Development] - 09/01/2022

- Developed First draft of Engine Graphics API
- Created Razix Code Editor tool for editing Shaders and scripts files + SonyWWS ATF as vendor for tools and editor
- Added Vulkan Renderer and Graphips API abstractions for it (such as Descriptor sets, render passes, textures, framebuffers, etc)
- Created Razix Shader File (*.rzsf) convention for cross compiling shaders (First draft)
- Impoved styleguide rules and enforcement of branding conventions to the entire code base
- Improved build system for tools and shaders and Initialiszed RZSTL(custom stl implementation for razix engine)
- Improved design consistency for entire engine and reduced cyclic dependency

Version - 0.16.0 [Development] - 15/09/2021

- Added Command line options for Engine application
- Added *.razixproject file type registration for windows
- Added splash screen to track Engine Ignition [WINDOWS ONLY]

Version - 0.15.0 [Development] - 12/09/2021

- Added application serialization

Version - 0.14.0 [Development] - 02/07/2021

- Added Engine Singleton
- Added Engine Ignition with proper logging
- Added VFS to Engine Ignition
- Changed Entrypoint and VFS initiation

Version - 0.13.0 [Development] - 27/06/2021

- Added OS independent FileSystem (Windows only implementation for now)
- Added Virtual File system
- Added Window Icon

Version - 0.12.0 [Development]

- Refactored Premake build system to be more robust
- Added Window and Input Abstraction for Windows(GLFW only)
- Added OpenGL Context abstraction for graphics context

Version - 0.11.0 [Development]

- Added basic layer system and ImGui
- Added OS abstraction
- Added Event system

Version - 0.10.0 [Development]

- Added Application and Entry point
- Added Logging system using spdlog
- Added dependencies (glad, glfw, imgui, spdlog, premake)
- Added premake build system